Dark Sun - DM Screen and Maps.pdf
March 23, 2017 | Author: Bedri Ozgur Guler | Category: N/A
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BASE MAC AND PSP BONUSES Ability Score 15 or less 16 17 18 19 20 21 22 23 24 25
Base MAC 10 9 8 7 6 5 4 3 2 1 0
MAC Modifier 0 -1 -1 -2 -2 -3 -3 -3 -4 -4 -4
CONSTITUTION Ability Score
PSP Bonus 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
Note: Though nonpsionic creatures can have any MAC score, the following general guidelines (based on Intelligence) can be used: Non, MAC 5-6; Animal, 5-6; Semi, 6-8; Low, 8-9; Average, 8-10; Very, 8-9; High, 7-8; Exceptional, 6-7; Genius, 5-6; Supra, 4-5; Godlike, 2-3.
MTHAC0 B ONUS FOR P SIONIC A TTACKS VS . PSIONIC DEFENSES Mind thrust Ego whip Id insinuation Psychic crush Psionic blast
Mind blank +5 +3 -5 +1 -3
Thought shield +3 +4 -3 -4 +2
Mental barrier -2 +2 -1 +4 -5
Intellect Tower of iron will fortress -3 -5 -4 -3 +2 +5 -1 -2 +4 +3
Hit Point Adjustment
System Shock
-2 -1 -1 -1 0 0 0 0 0 0 0 0 +1 +2 +2 (+3) * +2 (+4) * +3 (+5) ** +3 (+6) † +3 (+6) † +4 (+7) †† +4 (+7) †† +4 (+7) †† +4 (+7) ††
35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 88% 90% 95% 97% 99% 99% 99% 99% 99% 99% 100% 100%
Resurrection Survival
Poison Save
40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 92% 94% 96% 97% 98% 99% 99% 99% 99% 99% 100% 100%
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 +1 +1 +2 +2 +3 +3 +4
Regeneration Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil Nil 1/4 hours 1/3 hours 1/2 hours 1 /hour 1/3 turns 1/2 turns
* Parenthetical bonuses apply to warriors only. ** All 1s rolled for Hit Dice are automatically considered 2s. † All 1s and 2s rolled for Hit Dice are automatically considered 3s. †† All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
MTHAC0 MODIFIERS Intelligence Score 15 or less 16-17 18-19 20-22 23+
MTHAC0 Modifier 0 +1 +2 -3 +4
P SIONIC A CTIONS PER ROUND 1) Character can make as many psionic attacks as his experience level allows, and . . . 2) he can use one psionic defense, and . . . 3) he can activate one psionic power against an open mind, and . . . 4) he can maintain as many previously successfully activated powers as he wishes (provided he can afford to continue paying the PSP costs). Note: All psionic attacks require line of sight, as do the use of all psionic powers (with a few exceptions, such as those in the clairsentience discipline). It a psionic attack succeeds and opens a closed mind, a psionic power can be used against the mind that same round.
ITEM SAVING THROWS Item Bone or ivory Cloth Glass Leather Metal Oils * Paper, etc. Potions * Pottery Rock/crystal Rope Wood, thick Wood, thin
Acid
Crushing Blow
Disintegrate
11 12 5 10 13 16 † 16 15 † 4 3 12 8 9
16 — 20 3 7 — 7 — 18 17 2 10 13
19 19 19 19 17 19 19 19 19 18 19 19 19
Fall 6 — 14 2 3 — — — 11 8 — 2 2
Magical Fire 9 16 7 6 6 19 19 17 3 3 10 7 11
Normal Fire 3 13 4 4 2 17 19 14 2 2 6 5 9
Cold
Lightning
2 2 6 3 2 5 2 13 4 2 2 2 2
* This save does not include the container, only the liquid contents. † Even if the save is made, the item is probably hopelessly mixed with the acid.
2438XXX1401 DARK SUN is a registered trademark owned by TSR, Inc. © 1995 TSR, Inc. All rights reserved
8 18 17 13 12 19 19 18 2 14 9 12 10
Electricity 2 2 2 2 2 16 2 15 2 2 2 2 2
THAC0S
Priest THAC0 Psionicist THAC0 Rogue THAC0 Warrior THAC0 Wizard THAC0
Psionicist MTHAC0
Wild Talent MTHAC0
1 20 20 20 20 20
2 20 20 20 19 20
3 20 19 19 18 20
4 18 19 19 17 18
5 18 18 18 16 18
6 18 18 18 15 18
7 16 17 17 14 16
AND
MTHAC0S
8 16 17 17
9 16 16 16
Level 10 11 14 14 15 16 15 16
12 14 15 15
13 12 14 14
14 12 14 14
15 12 13 13
16 10 13 13
17 10 12 12
18 10 12 12
19 8 11 11
20 8 11 11
13 16
12 16
11 14
10 14
9 14
8 12
7 12
6 12
5 10
4 10
3 10
2 8
1 8
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
20
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
11 15
12 15
13 14
14 14
15 13
16
17
18
13
12
12
19 11
20 11
1
2
3
4
5
6
7
8
9
10
20
20
19
19
18
18
17
17
16
16
SAVING THROWS Character Group and Experience Level Priests
Psionicists
Rogues
Warriors
Wizards
* Excluding † Excluding ‡ Excluding Note: A roll
1-3 4-6 7-9 10-12 13-15 16-18 19+ 1-4 5-8 9-12 13-16 17-20 21+ 1-4 5-8 9-12 13-16 17-20 21+ 0 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+ 1-5 6-10 11-15 16-20 21+
Paralyzation, Poison, or Death Magic 10 9 7 6 5 4 2 13 12 11 10 9 8 13 12 11 10 9 8 16 14 13 11 10 8 7 5 4 3 14 13 11 10 8
Attack to Be Saved Against Rod, Staff, Petrification or Wand or Polymorph * 14 13 12 13 11 10 10 9 9 8 8 7 6 5 15 12 13 10 11 8 7 9 7 6 5 5 14 12 12 11 10 10 8 9 7 8 4 6 17 18 15 16 15 14 13 12 11 12 10 9 9 8 7 6 6 5 4 5 11 13 9 11 7 9 5 7 5 3
polymorph wand attacks. those that cause petrification or polymorph. those for which another saving throw type is specified. of 1, 2, or 3—regardless of modifiers—is an automatic fail.
Breath Weapon † 16 15 13 12 11 10 8 16 15 13 12 11 9 16 15 14 13 12 11 20 17 16 13 12 9 8 5 4 3 15 13 11 9 7
Spells ‡ 15 14 12 11 10 9 7 15 14 12 11 9 7 15 13 11 9 7 5 19 17 16 14 13 11 10 8 7 6 12 10 8 6 4
INITIATIVE MODIFIERS Specific Situation
Modifier -2 +2 -1 -2 +2 +4 +6 +3 +1
Hasted Slowed On higher ground Set to receive a charge Wading or slippery footing Wading in deep water Foreign environment Hindered (tangled, climbing, held) Waiting
COMBAT MODIFIERS Attack Roll Modifier +1 -4 +2 Automatic +4 +1 -5 -2 +2
Situation Attacker on higher ground Defender invisible Defender off-balance Defender sleeping or held Defender stunned or prone Defender surprised Missile fire, long range Missile fire, medium range Rear attack
COVER AND CONCEALMENT M ODIFIERS TO AC Target 25% 50% 75% 90%
hidden hidden hidden hidden
Cover
Concealment
-2 -4 -7 -10
-1 -2 -3 -4
MUL EXERTION
ELF RUN Roll Equal to Failure/No preparation Con score to Con -3 Con -4 to Con -7 Con -8 to Con -10 Con -11 to Con -13 Con -14 to Con -16 Con -17 or lower
Days Before Penalties Begin 1 2 3 4 5 6 7
Exertion Heavy labor (stone construction, quarry work, running) Medium labor (light construction, mining, jogging) Light labor (combat training, walking encumbered) Normal activity (walking, conversation)
36+Con (hours) 48+Con (hours) Con (days)
W EAPON M ATERIALS
MASS ELF RUN LEADER BONUS Leader Type Tribal chief Clan head Highest Charisma
Time Before Requiring Rest 24+Con (hours)
Material Metal
Constitution Bonus +3 +2 +1
Cost 100%
Weight 100%
30% 50% 10%
50% 75% 50%
Bone Stone, obsidian Wood
Damage * — -1 -1 -2
Hit Probability † — -1 -2 -3
The damage modifier subtracts from the damage normally done by that weapon, to a minimum of one point. Not applicable to missile weapons.
GATHERING SPELL ENERGY T HROUGH DEFILING M AGIC
Money
Intelligence Check Terrain Type * Lush Abundant Fertile Infertile Barren
Int to Int-7
Failure (More than Int) -1 Failure -1 Failure -1 Failure -2 Failure -2
spell/level (More than spell/level (More than spell/level (More than spells/level (More than spells/level
Int-2) Int-3) Int-5) Int-7)
Usual spells/level Int-2 to Int-7
+3 spelIs/level Int-8
Usual spelIs/level Int-3 to Int-7 Usual spells/level Int-5 to Int-8 Usual spells/level Int-7 to Int-9
+2 spelIs/level Int-8 +2 spelIs/level Int-9 +1 spell/level Int-10
Usual spells/level
+1 spell/level
* Lush terrain includes forests, large gardens, and parks. Abundant terrain includes verdant belts, grasslands, and mud flats. Fertile terrain includes oases and scrub plains. Infertile terrain includes stony barrens, rocky badlands, and bare mountains. Barren terrain includes boulder fields, sandy wastes, and salt flats.
TURNING UNDEAD Type or Hit Dice of Undead Skeleton or 1 HD Zombie Ghoul or 2 HD Shadow or 3-4 HD Wight or 5 HD Ghast Wraith or 6 HD Mummy or 7 HD Spectre or 8 HD Vampire or 9 HD Ghost or 10 HD Lich or 11+ HD Special †
1 10 13 16 19 20 — — — — — — — —
2 7 10 13 16 19 20 — — — — — — —
3 4 7 10 13 16 19 20 — — — — — —
4 T 4 7 10 13 16 19 20 — — — — —
5 T T 4 7 10 13 16 19 20 — — — —
Level of Priest 6 7 8 D D D* T D D T T D 4 T T 7 4 T 10 7 4 13 10 7 16 13 10 19 16 13 20 19 16 — 20 19 — — 20 — — —
* An additional 2d4 creatures of this type are turned. † Special undead include the most powerful, free-willed undead of Athas.
100 cp (ceramic pieces) = 10 sp = 2 ep = 1 gp = 1/5 pp
Int-8
9 D* D* D* D T T 4 7 10 13 16 19 20
10-11 D* D* D* D D T T 4 7 10 13 16 19
1 2 - 1 3 14+ D* D* D* D* D* D* D* D* D D* D D T D T T 4 T 7 4 10 7 13 10 16 13
• • •
All nonmetal items cost 1% of the price listed in the Player’s Handbook All metal items cost the price listed in the Player’s Handbook. Prices listed in any DARK SUN® product are used as is.
A THASIAN W EAPONS Damage Weight ‡ 9 3 12 6 ½
Cost † Alhulak Bard's friend Cahulaks Carrikal Chatkcha Crusher Datchi club Dragon's paw Forearm axe Gouge Gythka Impaler Lotulis Master's whip Puchik Quabone Singing sticks Tortoise blade Trikal Weighted pike Widow’s knife Wrist razor
9 cp 10 cp 12 cp 8 1 24 12 15
cp cp cp cp cp
Size M S M M S L L
9 10 9 4 12 12 5 10 9 1 4 1 5 1 15 4 1
2 sp 6 cp 6 cp 4 cp 15 cp 6 cp 6 cp 1 cp 5 sp 9 cp 4 cp 6 cp 5 cp 1 sp
Type B P/S P/B S S B B P S/P P/S P/B P P/S/B P P/S P/S B P/S P/S/B P/B P/S S
L S L L M L M S M S M S L M S
Speed 5 3 5 5 4 10 4 8 3 8 9 5 8 8 2 7 2 5 2 12 3 2
S-M 1d6 1d4+1 1d6 1d6+1 1d6+2 1d4 1d6 1d6 1d6 1d8 2d4 1d8 1d10 1d3 1d4+1 1d4 1d6 1d6 1d6 1d6 1d4 1d6+1
* L 1d6 1d3 1d6 1d8 1d4+1 1d3 1d4 1d6+1 1d6 1d10 1d10 1d8 1d12 1d2 1d4+1 1d3 1d4 1d6+1 1d6-1 1d12 or 1d4 1d4 1d4+1
* Damage is shown as a base rate. Modifiers must be employed based on the materials used. † Costs are for items made from stone or obsidian. Change to reflect the use of other materials. ‡ Weights are for items made from stone or obsidian. Change to reflect the use of other materials.
D EFILER M AGICAL D ESTRUCTION Spell Level Terrain Type Silt Sea Boulder fields Salt flats Sandy wastes Mountains Rocky badlands Stony barrens Scrub plains Verdant belts Forests
1 12 10 10 10 5 5 5 3 2 1
2 16 14 14 14 7 7 7 4 2 1
3 20 17 17 17 9 9 9 4 2 2
4 22 20 20 20 10 10 10 5 3 2
5 24 22 22 22 11 11 11 5 3 2
6 26 24 24 24 12 12 12 5 3 2
7 28 26 26 26 13 13 13 5 4 2
8 30 28 28 28 14 14 14 6 4 3
9 32 30 30 30 15 15 15 6 4 3
Note: The number shown is the radius, in yards, around the defiler where all vegetation is turned to ash. If a defiler memorizes more than one spell from the same location, the radius of destroyed vegetation expands. Start with the highest level spell memorized. Add one yard for every other spell memorized. (Spells equal to the highest level spell are treated as additional spells.)
STRENGTH Ability Score
Hit Probability
3 4-5 6-7 8-9 10-11 12-13 14-15 16 17 18 19 20 21 22 23 24 25
-3 -2 -1 Normal Normal Normal Normal Normal +1 +1 +2 +2 +2 +3 +3 +3 +4
Damage Adjustment -1 -1 None None None None None +1 +1 +2 +3 +4 +5 +6 +7 +8 +9
Weight Allowance 5 10 20 35 40 45 55 70 85 110 135 170 255 360 445 515 635
Maximum Press 10 25 55 90 115 140 170 195 220 255 280 315 375 475 600 700 810
Open Doors 2 3 4 5 6 7 8 9 10 11 12 13 14 15 (3) 16 (6) 16 (8) 17 (10)
Bend Bars/ Lift Gates 0% 0% 0% 1% 2% 4% 7% 10% 13% 16% 20% 25% 30% 35% 40% 50% 60%
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